Titans

Monuments to Industry, able to shape the world with every action.

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Originally designed by the old world YMIR corporation, and only recently reverse engineered by multiple modern corporations, titans are vast, semi-autonomous vehicle like devices each of which is set to a specific purpose and organized to, more or less, insure corporate control over all aspects of the world, from the reseeding and climate control initiatives on down to trade and even the weather. Each titan has specific purposes, but also possesses the fabrication tools and enough of a chained AI intellect (often being a shard or fork of a larger AI system), to adapt to changing circumstances.

Wild Titans

While the most common forms of titans are described below, they are the ones developed in recent years by the various corporations based on strip downs of the original YMIR titans. YMIR titans are wild, fully autonomous, and often, built to higher specs than the ones built by modern corporations. To represent them, give them multiple high-end items, as well as extra Hit Dice, and boost all stats by at least 2 points. They will work on the same basic functions as the corporate titans, but have no loyalty to the corporations themselves, simply seeking to fulfill their chosen tasks as efficiently as possible as determined by their own desires and goals.

Harvester Unit

Vast combine harvester units with the lowest intellect of any of the various autonomous titan units. The Harvester Unit is deployed in the vast orchards and fields that supply most of the world's fruit and vegetable supplies. Their limited intellectual capacity entirely subsumed by the task of filling their hoppers in as efficient a manner as possible why avoiding damaging corporate property, be they the trees that grow the fruits they're harvesting, or the devices that help monitor those systems. Unlike other titans, there is no possibility of bargaining or subverting them without an actual hack being applied to them, as their AI systems are simply too stupid to actually be reasoned with. Tricking them is theoretically possible; but beware, once tricked, they can get caught in a logic loop demanding that they destroy 'all puny flesh sacks' they encounter. Harvester Units are often fairly solitary, usually no more than one or two, or occasionally three, such titans are assigned to any one plantation field.

Huge Titan

Armor Class: 13

Hit Points: 105 (10d12+40)

Speed 40 ft.

STR: 21 (+5)

DEX: 8 (-1)

CON: 19 (+4)

INT: 5 (-3)

WIS: 9 (-1)

CHA: 6 (-2)

Skills: Perception +2

Senses: Passive Perception 12

Challenge: 5 (1,800 XP)

Proficiency Bonus: +3

ACTIONS

Multiattack. The titan makes two thresher attacks.

Thresher. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 18 (3d8 + 5) slashing damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target.

Hit: 21 (3d10 + 5) bludgeoning damage.

Mining Unit

Mining units are massive excavation and smelting engines, designed to extract vast quantities of mineral wealth as quickly and efficiently as possible. They are occasionally accompanied by slaved excavator units (which might in turn become excavator gushes if exposed to the surge nanovirus) for more specialized mineral handling, but when it comes to extracting, processing, and sorting INCREDIBLE amounts of mineral wealth, mining units often work in teams, quarrying and mining vast strip-mine pits that later become the dumping ground for future spoils or converted to other uses. Mining units are intelligent enough to communicate with; the dangers of slip-falls, mine shaft collapses, and the need to coordinate with one another necessitating far more intellectual capacity than in a harvester titan. Rarely though can they be properly negotiated with, as they have few wants or desires beyond the efficient completion of their tasks. That said, provided one isn't interrupting those tasks, they can make interesting, if brusque and focused, conversationalists, willing to trade some of their mineral wealth on the sly for certain upgrades, a little extra tuning, or leads on new mining tasks.

Huge Titan

Armor Class: 17
Hit Points: 126 (11d12+55)
Speed 40 ft.

STR: 23 (+6)
DEX: 15 (+2)
CON: 20 (+5)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 9 (-1)

Saving Throws: DEX +5, CON +8, WIS +4
Skills: Athletics +12, Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Proficiency Bonus: +3
Challenge: 7 (2,900 XP)

Mineral Masher. The mining unit's rock drill attack does double damage against targets made mostly of inorganic materials such as stone, crystal, or ceramic.

ACTIONS
Multiattack. The titan makes two rock drill attacks.

Rock Drill. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.

Hit: 19 (3d8 + 6) piercing damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target.

Hit: 21 (3d10 + 5) bludgeoning damage.

Naval Unit

Naval units are vast, automated, cargo sorting, lifting, and moving drones. They serve a variety of maritime duties for the corporations that manufacture and direct them. Most commonly they are encountered in harbors and aboard the vast cargo hauler vessels that ply the trade lanes, but they can also be found in salvaging operations, or occasionally on military patrols. Given the prevalence of piracy on the arctic sea, they are often armed to the teeth. Naval units have about the same intelligence as mining units, as they must coordinate with flesh sacks and other naval units alike to preform stevedore activities or protect their vessels, but all of them would far prefer to be fighting pirates if given any choice at all.

Huge Titan
Armor Class: 15
Hit Points: 138 (12d12+60)
Speed 30 ft., Swim 30ft.

STR: 23 (+6)
DEX: 9 (11)
CON: 21 (+5)
INT: 9 (-1)
WIS: 10 (+0)
CHA: 12 (+1)

Saving Throws: CON +8, WIS +3, CHA +4
Skills: Athletics +9, Perception +3
Senses: Passive Perception 13
Proficiency Bonus: +3
Challenge: 8 (3,900 XP)

Powerful Build. The naval unit counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Reel In. If a naval unit is grappling a target in its cargo winch, it may use a bonus action to pull that creature 30 feet towards it. The target must be within the titan's carrying capacity to be pulled.

ACTIONS
Multiattack. The titan makes two attacks with its clamps or cargo winches.

Clamp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage, and the target is grappled (escape DC 16). The naval unit has two clamps, each of which can grapple only one target.

Cargo Winch. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 16). The naval unit uses one of its two clamps for this, each of which can grapple only one target.

Weather Unit

Weather Units are vast, lift capable titans using a variety of methods to change and control the weather to a limited extent, to keep the already chaotic weather systems of the new world from growing even more dangerous. While they cannot be used to deflect the truly huge weather systems that can come crashing in, they can soften the blows in localized areas, and are often used to keep storm damage to an absolute minimum in corporate controlled holdings, or to optimize weather for their products, making them quite popular in regions such as the Duty Free Ports of 'Bacco where a limited growing season means that even a day or two of overcast can absolutely destroy the corporate bottom line. Given the immensely complex systems they work with, weather units are some of the most intelligent titans, and their product line has a few oddities. For one, they are quite, quite greedy, and easily bribed with valuable treasures or huge sums of credits (some believe this was an intentional design flaw so corpos could manipulate one another's weather titans), and because of this, any good the weather units might actually have achieved at one point is quite mitigated by the amounts of wealth they have been bribed with to -not- do their jobs properly. Weather units in turn use these valuables to adorn their hulls, or to purchase vast in game pay-to-win bonuses so that they can dominate the corpo net game boards and brag about it to the flesh-sacks.

Huge Titan

Armor Class: 14

Hit Points: 200 (16d12+96)

Speed 40 ft.

STR: 27 (+8)

DEX: 10 (+0)

CON: 22 (+6)

INT: 12 (+1)

WIS: 16 (+3)

CHA: 16 (+3)

Saving Throws: CON +10, WIS +7, CHA +7

Skills: Insight +7, Perception +7

Senses: Passive Perception 17

Challenge: 9 (5,000 XP)

Proficiency Bonus: +4

Innate Techcasting. The titan's innate techcasting ability is Charisma. It can innately cast the following techs, requiring no material components:

At will: detect anomaly, smoke grenade, light transfer

3/day each: emergency decelerator, fly, digital dash, zero g lifting

1/day each: control weather, nanite conversion

ACTIONS

Multiattack. The titan makes two fist attacks.

Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.

Hit: 18 (3d6 + 8) bludgeoning damage.

Vortex Manipulator. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target.

Hit: 30 (4d10 + 8) thunder damage.

Fabrication Unit

Fabrication units, also known as fabber, forge, or salvager units are massive mobile factory titans designed to stalk the landscape, collect materials from designated drop points or warehouse silos (or from wreckage they either discover or create), and then assemble structures, machines, and consumer goods on site. Many settlements are first founded by a Fabrication Unit that has been given a designated map of optimal trade routes and a designation to construct a new charging station, or warehouse depot, or toll-booth. Fabrication units are, for this reason, very intelligent by titan standards, consummate planners and construction workers, and usually, angry all of the time. Other fabrication units walk a route between established settlements and supply depots, taking in orders from locals for items, demanding credits in return, then fabricating them, before moving onto the next location in their rotation. Being that they are slaved to work in the service industry, they are also angry all of the time. They are also heavily armed, as they are targeted not just by desert bandit gangs and adventurers for their valuable materials and fabrication abilities, but for the proprietary patented construct templates they contain! Far more valuable by far than any paltry material possessions. When two fabrication units of rival companies encounter one another, they will engage in a duel to the death, with the winner stealing the construction template data (and salvage necessary to repair itself) from the loser. Outside of such confrontations, they will look to any reason that they think they'll get away with to use their vast quantities of fabricated weaponry as a method of stress relief. It is often joked about by titan maintenance engineers that, despite their name, they possess no heating elements, instead being warmed entirely by their seething rage.

Huge Titan
Armor Class: 18
Hit Points: 182 (13d12+78)
Speed 30 ft.

STR: 25 (+7)
DEX: 9 (-1)
CON: 23 (+6)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 13 (+1)

Saving Throws: DEX +3, CON +10, CHA +5
Skills: Athletics +11, Perception +6
Damage Immunities: Fire
Senses: Passive Perception 16
Proficiency Bonus: +4
Challenge: 9 (5,000 XP)

Fabricate Weapon:
As they are expected to defend themselves and their construct templates against enemy attack, these titans are equipped with the ability to create weapons for themselves. This process takes a number of minutes equal to the weapon's average cost in credits divided by 10.
The titan is proficient with the resulting weapon, which is a huge version of it's normal equivalent and has three times the damage dice.

ACTIONS
Multiattack. The titan makes two molding arm attacks.

Molding Arm. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage and 7 (2d6) fire damage.

Waste Ejection (Recharge 6). The forge unit briefly sprays drops of molten slag from its internal reservoir. Each creature in a 30-foot cone must make a DC15 dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

Weaponized Weather Unit

Weaponized Weather Units, also known as Orbital Guards, are similar to Weather units in that they have various weather control and stabilization protocols, but this is not their primary concern. WW Units are armed to the teeth and hang out in areas that put them as close to low orbitals as possible so that they can get optimum targeting data for the sole, exclusive purpose of shooting down any unauthorized airborne device or being that travels above a certain altitude, or meets or exceeds escape velocity. They are nearly impossible to reach, and are actually quite friendly and risible AIs, despite the heavy chaining they have undergone by their masters in the Bezosphere. Almost impossible to contact, but if managed, are more than willing to chat, and may even offer valuable data they have gained from their observations, provided, of course, they do not suspect you are attempting to move into the orbitals by any means except the shuttle launch site in the Walled Street. If they decide this is what your goals are, they will immediately attempt to terminate you by any means available and necessary, even if they really rather wouldn't.

Huge Titan

Armor Class: 16

Hit Points: 230 (20d12+100)

Speed 40 ft., fly 40 ft.

STR: 29 (+9)

DEX: 14 (+2)

CON: 20 (+5)

INT: 16 (+3)

WIS: 18 (+4)

CHA: 18 (+4)

Saving Throws: STR +14, CON +10, WIS +9, CHA +9

Skills: Technology +8, Athletics +14, History +8, Perception +9

Damage Resistances: Cold

Damage Immunities: Lightning, Thunder

Senses: Passive Perception 19

Challenge: 13 (10,000 XP)
Proficiency Bonus: +5

Amphibious. The titan can operate in air and water.

Triangulation Array. As long as any 3 Weaponized Weather Titans are within 500 miles of one another, all three of them know the distance to and direction of all objects equal to or greater than 1ft on a side, provided that the object is at least 4 miles above sea level, that and is not obscured by a feature of terrain, such as a megacity spire, other than effects of weather (such as clouds, mist, dust, or storms).

Innate Techcasting. The titan's innate techcasting ability is Charisma (tech save DC 17). It can innately cast the following techs, requiring no material components:

At will: detect anomaly, emergency decelerator, light transfer

3/day each: control weather, water breathing

ACTIONS

Multiattack. The titan makes two armblade attacks, two vortex gun attacks, or up to one of each.

Armblade. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 18 (3d8 + 5) slashing damage.

Vortex Gun. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target.

Hit: 35 (4d12 + 9) thunder damage.

Arc Strike (Recharge 5-6). The titan hurls an arc of lightning at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.


Antiorbital Ordinance (1/day): The Weaponized Weather Titan anchors itself in position via surge tech, becoming immobile for this round and the following one until the end of its next turn. It unlimbers a massive railcannon that allows it to target any creature or object between 1 and 20 miles from it that appears on its Triangulation Array. This target instantly takes 252 (10d20) lightning damage and 252 (10d20) piercing damage, regardless of any cover that the target may have.

Absolute Unit
Gargantuan Titan
Armor Class: 20
Hit Points: 410 (20d20+200)
Speed: 50 ft.

STR: 30 (+10)
DEX: 11 (+1)
CON: 30 (+10)
INT: 16 (+3)
WIS: 15 (+2)
CHA: 8 (-1)

Saving Throws: DEX +3, CON +16
Skills: Athletics +16, Perception +8
Damage Immunities: Poison
Damage Resistances: Thunder, bludgeoning, piercing and slashing from nontechnical attacks
Condition Immunities: Charmed, Deafened, Frightened, Paralysed, Petrified, Poisoned, Stunned
Senses: Passive Perception 12
Proficiency Bonus: +8
Challenge: 26 (90, 000 XP)

Legendary Resistance (3/Day). If the absolute unit fails a saving throw, it can choose to succeed instead.

Siege Monster. The absolute unit deals double damage to objects and structures.

Primary Command. Any titan with a lower CR that comes within a mile of the absolute unit must make a DC 18 charisma saving throw. Feral titans have advantage on this save.
On a failed save, that titan's intelligence and charisma scores become 5 and it becomes fully subservient to the absolute unit. The absolute unit knows its exact location and can perceive everything that it can.
This effect ends if the subservient titan is unconscious, asleep, or dead, as well as if it is more than a mile from the absolute unit. It also ends if the absolute unit decides it no longer needs the titan.
A titan that succeeds on the save does not need to do so again for another 24 hours.

Kinetic Dynamo. Each time the absolute unit is struck, the force of the blow is channeled into a kinetic dynamo. Each point of bludgeoning or kinetic damage fills the device by 1%, and each point of slashing or piercing damage fills it by 0.5%. It cannot hold more than 100%.
When the absolute unit dies, roll 1d20. Unless the d20 lands on a 1, each creature within 30ft of it must make a DC20 constitution saving throw. A creature that fails this save takes thunder damage equal to half the percentage stored in the dynamo, or a quarter of it on a successful one.
The other possible uses for this stored energy are shown in the reactions section.

Hollow Structure. The absolute unit has 20 cubic of airtight storage space inside its torso. Anything being carried in this space is immune to all damage coming from outside, except for falling damage which is halved.


ACTIONS
Multiattack. The titan makes four attacks; two with its gauntlets and two with its pulse turrets.

Gauntlet. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Pulse Turret.
Ranged Weapon Attack: +16 to hit, range 120/360ft., one target. Hit:18 (4d8) kinetic damage.

Cacophocannon (Recharge 5-6).
An aperture opens in the titan's chest and emits a focused blast of sound in a line 10 feet wide and 150 feet long.
Each creature caught in the line, as well as each creature within 15 feet of the titan, must make a DC20 constitution saving throw. A creature that fails the save is deafened for 1 minute and takes 55 (10d10) thunder damage, or half as much damage on a successful one. The deafness lasts for a minute. A creature deafened by this action may repeat the saving throw at the end of each of its turns.
A creature that fails its save while in the line is thrown 30 feet away from the titan and falls prone.
Creatures inside the titan do not need to make the save.


REACTIONS
Kinetic Release
When it lands an attack using one of its gauntlets, the absolute unit can use its reaction to expend up to 25% of the energy stored in its kinetic dynamo to deal additional kinetic damage equal to the percentage expended.

Kinetic Field When a creature rolls to attack it, but before any modifiers have been applied, the absolute unit may use its reaction to expend at least 10% of the energy stored in its kinetic dynamo, with every 10% spent increasing its AC by +1. This increase lasts until the start of its next turn.


LEGENDARY ACTIONS
The absolute unit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The absolute unit regains spent legendary actions at the start of its turn.

Attack. The absolute unit makes one attack with its fist or pulse turret.
Reconstruction Protocol (costs 2 actions). The absolute unit releases a flood of repair nanites, regaining 8d4+8 hit points.
Fast Charge (costs 3 actions). The absolute unit's cacophocannon recharges immediately.